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// Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only
#ifndef QT3DCORE_QNODE_P_H
#define QT3DCORE_QNODE_P_H
//
// W A R N I N G
// -------------
//
// This file is not part of the Qt API. It exists for the convenience
// of other Qt classes. This header file may change from version to
// version without notice, or even be removed.
//
// We mean it.
//
#include <Qt3DCore/qnode.h>
#include <functional>
#include <vector>
#include <Qt3DCore/private/propertychangehandler_p.h>
#include <Qt3DCore/private/qchangearbiter_p.h>
#include <Qt3DCore/private/qscene_p.h>
#include <Qt3DCore/private/qt3dcore_global_p.h>
#include <QtCore/private/qobject_p.h>
#include <QQueue>
QT_BEGIN_NAMESPACE
namespace Qt3DCore {
class QNode;
class QAspectEngine;
class Q_3DCORE_PRIVATE_EXPORT QNodePrivate : public QObjectPrivate
{
public:
QNodePrivate();
~QNodePrivate();
void init(QNode *parent);
virtual void setScene(QScene *scene);
QScene *scene() const;
void setArbiter(QChangeArbiter *arbiter);
void notifyPropertyChange(const char *name, const QVariant &value);
void notifyDynamicPropertyChange(const QByteArray &name, const QVariant &value);
void insertTree(QNode *treeRoot, int depth = 0);
void updatePropertyTrackMode();
virtual void update();
void markDirty(QScene::DirtyNodeSet changes);
Q_DECLARE_PUBLIC(QNode)
// For now this just protects access to the m_changeArbiter.
// Later on we may decide to extend support for multiple observers.
QChangeArbiter *m_changeArbiter;
QMetaObject *m_typeInfo;
QScene *m_scene;
mutable QNodeId m_id;
QNodeId m_parentId; // Store this so we have it even in parent's QObject dtor
bool m_blockNotifications;
bool m_hasBackendNode;
bool m_enabled;
bool m_notifiedParent;
static QNodePrivate *get(QNode *q);
static const QNodePrivate *get(const QNode *q);
static void nodePtrDeleter(QNode *q);
template<typename Caller, typename NodeType>
using DestructionFunctionPointer = void (Caller::*)(NodeType *);
template<typename Caller, typename NodeType, typename PropertyType>
void registerDestructionHelper(NodeType *, DestructionFunctionPointer<Caller, NodeType>, PropertyType);
template<typename Caller, typename NodeType>
void registerDestructionHelper(NodeType *node, DestructionFunctionPointer<Caller, NodeType> func, NodeType *&)
{
// If the node is destoyed, we make sure not to keep a dangling pointer to it
Q_Q(QNode);
auto f = [q, func]() { (static_cast<Caller *>(q)->*func)(nullptr); };
m_destructionConnections.push_back({node, QObject::connect(node, &QNode::nodeDestroyed, q, f)});
}
template<typename Caller, typename NodeType>
void registerDestructionHelper(NodeType *node, DestructionFunctionPointer<Caller, NodeType> func, QList<NodeType*> &)
{
// If the node is destoyed, we make sure not to keep a dangling pointer to it
Q_Q(QNode);
auto f = [q, func, node]() { (static_cast<Caller *>(q)->*func)(node); };
m_destructionConnections.push_back({node, QObject::connect(node, &QNode::nodeDestroyed, q, f)});
}
template<typename Caller, typename NodeType>
void registerDestructionHelper(NodeType *node, DestructionFunctionPointer<Caller, NodeType> func, std::vector<NodeType*> &)
{
// If the node is destoyed, we make sure not to keep a dangling pointer to it
Q_Q(QNode);
auto f = [q, func, node]() { (static_cast<Caller *>(q)->*func)(node); };
m_destructionConnections.push_back({node, QObject::connect(node, &QNode::nodeDestroyed, q, f)});
}
template<typename Caller, typename ValueType>
using DestructionFunctionValue = void (Caller::*)(const ValueType&);
template<typename Caller, typename NodeType, typename ValueType>
void registerDestructionHelper(NodeType *node, DestructionFunctionValue<Caller, ValueType> func, NodeType *&,
const ValueType &resetValue)
{
// If the node is destoyed, we make sure not to keep a dangling pointer to it
Q_Q(QNode);
auto f = [q, func, resetValue]() { (static_cast<Caller *>(q)->*func)(resetValue); };
m_destructionConnections.push_back({node, QObject::connect(node, &QNode::nodeDestroyed, q, f)});
}
template<typename Caller, typename NodeType>
void registerPrivateDestructionHelper(NodeType *node, DestructionFunctionPointer<Caller, NodeType> func)
{
Q_Q(QNode);
// If the node is destoyed, we make sure not to keep a dangling pointer to it
auto f = [this, func, node]() { (static_cast<Caller *>(this)->*func)(node); };
m_destructionConnections.push_back({node, QObject::connect(node, &QNode::nodeDestroyed, q, f)});
}
void unregisterDestructionHelper(QNode *node)
{
m_destructionConnections.erase(std::remove_if(m_destructionConnections.begin(),
m_destructionConnections.end(),
[node] (const QPair<QNode *, QMetaObject::Connection> &nodeConnectionPair) {
if (nodeConnectionPair.first == node) {
QObject::disconnect(nodeConnectionPair.second);
return true;
}
return false;
}),
m_destructionConnections.end());
}
static const QMetaObject *findStaticMetaObject(const QMetaObject *metaObject);
void _q_postConstructorInit();
void _q_ensureBackendNodeCreated();
private:
void createBackendNode();
void notifyDestructionChangesAndRemoveFromScene();
void _q_addChild(QNode *childNode);
void _q_removeChild(QNode *childNode);
void _q_setParentHelper(QNode *parent);
void registerNotifiedProperties();
void unregisterNotifiedProperties();
void propertyChanged(int propertyIndex);
void setSceneHelper(QNode *root);
void unsetSceneHelper(QNode *root);
void addEntityComponentToScene(QNode *root);
friend class PropertyChangeHandler<QNodePrivate>;
bool m_propertyChangesSetup;
PropertyChangeHandler<QNodePrivate> m_signals;
QList<QPair<QNode *, QMetaObject::Connection>> m_destructionConnections;
};
class NodePostConstructorInit : public QObject
{
Q_OBJECT
public:
NodePostConstructorInit(QObject *parent = nullptr);
virtual ~NodePostConstructorInit();
void removeNode(QNode *node);
void addNode(QNode *node);
public Q_SLOTS:
void processNodes();
private:
QQueue<QNodePrivate *> m_nodesToConstruct;
bool m_requestedProcessing;
};
} // namespace Qt3DCore
QT_END_NAMESPACE
#endif // QT3DCORE_NODE_P_H